Handbook
Recipes
Roughness almost always. Metallic only on real metal. Super for 95 percent.
Minimum: _co on the model + .rvmat + _nohq + _smdi. AS/DT/MC optional. Super for ~95 %. Exceptions: terrain → NormalMapDiffuse Terrain, real glass → Glass, water → CalmWater.
Import checklist
| Source | Need? | Effect |
|---|---|---|
Albedo _co _basecolor | always | color — on the model |
Normal _nohq | always | relief |
| Roughness / gloss | always | without it gloss≈0 = everything matte |
| Metallic | real metal only | 255 = metal, 0 = rust/paint |
| AO | recommended | AS stage |
| DT / MC | optional | close detail / large variation |
| ORM | alternative | AO+rough+metal in one file |
| finished SMDI | almost never | the tool builds it from rough/metal |
Recipes
- Metal: Iron / Aluminium / Chrome / Gold / Rust. CO + NOHQ + roughness + metallic + AO. SMDI mode
gltf. Chrome needs a bright ENV (skyline) or it stays grey-matte - Concrete / stone: Concrete. CO + NOHQ + roughness + AO. No metallic — otherwise a teal/green tint
- Wood: Wood (matt). CO + NOHQ along the grain + roughness (raw bright, oiled darker)
- Cloth: Fabric + Clothing material preset. normalScale ≤ 1, power not above 16, no metallic
- Leather / rubber / plastic: Leather / Rubber / Plastic. Roughness is the main screw
- Glass: Glass (buoy) preset, CO with alpha, Glass shader. Maps can come from the Glass app
- Water / ice: Water + CalmWater · Ice / Snow
- Object ground: Soil (matt) + Super. Terrain layers: Terrain preset + NormalMapDiffuse Terrain
Rule of thumb: set the preset → roughness is the main ingredient → tweak on the sphere in sun mode → export.